Tycho Brahe – Warrior Astrologomage!

Man, I love this weird world we live on! Here’s an article on Tycho Brahe, a duelist, astronomer, mathematician (who says fighting-men have to be stupid) and minor nobleman who had a pet elk and dwarf jester who was supposedly clairvoyant (he made is psionic powers roll!). Oh, and Brahe had a prosthetic nose made of gold and silver because his own was sliced off in a duel that may have been precipitated by an argument over mathematics or astrology. Since I would like to believe that every earthbound weird-o from our glorious history has a free, all-access pass to live on in NOD after they slip their mortal coil, how about some game stats!

[Note – edited for a couple great idea in the comments.]

Tycho Brahe, Fighting-Man Lvl 1, Magic-User Lvl 6*: HP 21; AC 9 [10]; Save 10 (8 vs. spells); CL/XP 6/400; Special: Spells (3rd). Rapier (1d6 damage), silver dagger, spellbook, prosthetic nose of silver and gold (worth 150 gp).

Tycho’s Spellbook contains the following spells: 1st – Detect Magic, Light, Read Languages, Read Magic, Sleep; 2nd – Detect Evil, Detect Invisibility, Knock, Locate Object, Mirror Image, Strength; 3rd – Dispel Magic, Hold Person, Lightning Bolt, Suggestion.

Jepp, Dwarf Assassin Lvl 4: HP 16; AC 8 [11]; Save 12 (11 vs. death & poison, 8 vs. magic); CL/XP 4/120; Special: Decipher script, disguise, sneak attack x2, skullduggery, poison, clairvoyance (3/day). Jester’s outfit and cap, pig bladder on a stick, three hidden daggers, vial of mercury (treat as slow poison – save or die in 1d4 days).

Tycho’s Elk: HD 4 (19 hp); AC 6 [13]; Atk 1 gore (1d6); Move 15; Save 13; CL/XP 4/120; Special: None.

Johannes Kepler, Magic-User Lvl 3: HP 7; AC 9 [10]; Save 13 (11 vs. spells); CL/XP 2/30; Special: Spells (2nd). Scholar’s robes, parchment and quills, horn of ink, vial of mercury (was it him or Jepp? Or both?).

Johannes’ Spellbook: 1st – detect magic, light, read languages, read magic, shield; 2nd – continual light, levitate, phantasmal force.

* Yeah, we could make him a sage, but where’s the fun in that.

Below is pictured Uraniborg, Tycho’s stronghold. The gardens are planted with medicinal herbs and flowers. Each of the guard towers is guarded by 4 men-at-arms supplied by his royal patron, men wearing breastplates and armed with pole arms, daggers and light crossbows.

Deviant Friday – Dario Carrasco Edition

Dario, Darry on DeviantArt, is a comic book guy – and if I’m being honest he mostly draws characters I’m unfamiliar with. This isn’t a knock on Dario, because my comic book reading days are waaaay behind me – Batman and Captain America were still alive (wait, are they still dead at the moment? Maybe they should resurrect the characters in each others bodies as a company cross-over event!), Spider-Man was still married to Mary Jane, Venom was still cool, Hulk was in a grey period, etc. In fact, Dario’s renditions of these characters pique my interest in them, so good on him. Dario has a nice selection of work, from fantasy to steampunk to pulp-style heroes – enjoy!

No Sonja or Dejah this week, but we do have a Sonja-esque Blood Rayne and another half-naked character of ERB
Enjoy ladies – and never let it be said that I don’t look out for my female audience (assuming I have one – let me hear from you ladies if you’re out there!)

Huzzahs Duly Distributed

I’m as good as my word …
And lest I forget my first …

Print these babies out and keep them in your wallets – there’s nothing better for picking up chicks!

Thanks everybody who has followed, stopped by and looked, commented, downloaded or purchased – it’s been quite a year in the Land of Nod, and I hope to have many more.

Dolls of the Apocalypse and Other Things

Okay – suitably odd blog post title. Just found some post-apocalyptic dolls designed by Yeon Guun Jeong/BHEAD that I thought might be of interest to the Gamma Inclined. Found via Super Punch, my one stop shop for stuff on the interwebz.

If we could be guaranteed girls like this, I think more of us could get on board with the apocalypse.

 

 

 

Makes me think a post-apocalyptic early 20th century Europe embroiled in a never-ending Great War could be a very cool setting for Gamma World. Remnants of the Great Powers and their armies, guys in jodhpurs slashing at fleshy-headed mutants with their cavalry sabers, wandering undead produced by the mass slaughter of trench warface and unable to go quietly into the afterlife (and a good excuse for Van Helsing-style clerics in a Gamma World setting), chemical mutants (remember, before the a-bomb most super powers came from accidents involving chemicals – stupid upstart radioactive superheroes) scouring the bleak and broken landscape for sustenance – clearly a good time would be had by all.

In other news – finished writing Hexcrawl #2 last night – huzzah! Now I just need to finish up NOD #6, write my quarterly reports (work related – check them out if you have an interest in commercial real estate in Las Vegas) and then start delving into Mystery Men! and sketching out the three cities that will appear in NOD #7 (Lyonesse, Antigoon and Blackpoort) and Hexcrawl #3, a sort of bleak zombie-land of basalt hills, ashen plains and slow, oozy rivers. But no major deadlines staring me in the face for a few weeks after NOD #6, so time to party!

Oh – and Aeons & Auguries is getting lonely in the Megacrawl – for cryin’ out loud, somebody write a comment.

Oh Oh – and 99 followers – whose going to take the Land of Nod into triple digit territory? The 100th follower will receive a personalized HUZZAH fit for framing.

Edit – 101 followers reached – thanks folks! Also, the setting sketch above is getting some attention, especially from JD Jarvis who has already started mapping HERE. Those who like the idea of such a setting might want to check out artist Keith Wormwood – he’s doing some work lately that would go well with such a setting.

Deviant Sunday – C Walton Edition

CWalton does a lot of work, conceptual and otherwise, for the good folks at Privateer Press, publishers of the Iron Kingdoms setting that mashes fantasy with steampunk and giant robots. I never played or owned anything from the Iron Kingdoms, but I did have a soft spot for the art, which, though a bit outside my wheelhouse, was always infused with a sense of fun and passion. Oh, also, the Satyxis are just plain cool. Enjoy.

Not a brand of vacuum cleaner built by an ancient Germanic tribe …
The reference in the title is completely lost on me. Image makes me think of a steampunk drider (a reference that is lost on probably 99% of the population of the Earth).
Kinda Gamma-Worldy, this one – or RIFTSy
Sorry, close as I could get to Red Sonja this time around

Venatia – Marching Lepers, Bloody Fangs and the Sailor’s Rest

About 3 weeks out from publishing NOD #6 (I hope). I have about 80 more encounters to write and a few other things to polish off, including level 3 of Izrigul’s Pleasure Palace. Busy busy.

2109. A horde of 50 lepers are on the march through this hex, pilgrims from Lyonesse making their way to the medicinal springs in [2013] that are now menaced by giant rock weasels. The pilgrims are led by the paladin Sir Juste, and his companions, Friar Owelle, Sir Tadith and ten fighting-men. All are mounted on warhorses and armed with platemail and shield. They are currently making camp, the named characters and men-ar-arms in pavilions, the lepers under the stars. Friar Owelle owns a magic rope, the silk entwined with silver thread. When laid on the ground in a roughly circular shape, it acts as a Protection from Evil spell for those located inside the circle.

| Sir Juste, Knight of the Jaguar, Paladin Lvl 6: HP 41; AC 2 [17]; Save 11; CL/XP 7/600; Special: Detect evil, protection from evil, immune to disease, cure disease 2/week, lay on hands (12 hp), turn undead as 4th level cleric, immune to fear, allies are +2 to save vs. fear. Platemail, shield, lance, long sword, holy symbol, jaguar skin worth 25 gp worn as a cape, 20 pp.

| Friar Owelle, Cleric Lvl 4: HP 16; AC 2 [17]; Save 12 (10 vs. paralysis & poison); CL/XP 5/240; Special: Spells (2nd), turn undead. Platemail, shield, mace, holy symbol, magic rope (see above), 17 pp.

| Sir Tadith, Fighting-Man Lvl 4: HP 24; AC 2 [17]; Save 11; CL/XP 4/120. Platemail, shield, horseman’s axe, lance, dagger, 16 pp.

2115. The most poweful clan of orcs in the Gaestly Hills are the Bloody Fangs. The Fangs are the most barbaric and superstitious of the orc clans, as their territory borders the land of the Barrow Fiends. The Bloody Fangs consist of 250 black orc warriors. Black orcs have blue-black skin and red-rimmed eyes. They are devotees of the demon prince Orcus, and many show signs of demonic heritage. Black orcs wear armor of iron scales, iron shields painted with bloody fangs, light crossbows and battle axes. The Bloody Fangs dwell in a cavern lair. The entrance is about ten feet above a boulder-strewn field.

The Bloody Fangs are led by Thangblad. Thangblad maintains a bodyguard of six zombies. He is assisted by 20 sergeants.

Treasure: Kept in a locked chest. Consists of 150 gp, 800 sp and 1,700 cp.

| Thangblad, Orc Adept Lvl 6: HP 28; AC 5 [14]; Save 10 (6 vs. undead); CL/XP 7/600; Special: Rebuke undead as 3rd level cleric, spells (2nd), berserker. Leather, shield, rusty spear caked with dried blood.

| Black Orc: HD 2+2; AC 3 [16]; Atk 1 weapon (1d8+1); Move 9; Save 16 (12 vs. undead); CL/XP 2/30.

| Black Orc Sergeant: HD 4+4; AC 3 [16]; Atk 1 weapon (1d8+1); Move 9; Save 13 (9 vs. undead); CL/XP 4/120.

| Zombie: HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 6; Save 16; CL/XP 2/30; Special: Immune to sleep and charm.

2128. This area of the Grete Myre, nicknamed the Pismyre, receives most of the run-off from Antigoon’s open sewers. It is inhabited by several gangs of gulguths and at least thirty otyughs. Encounters with one or both occur whenever one travels through the area (1-3 = 1d8 gulguths, 4-5 = 1 otyugh, 6 = both), so the locals avoid it at all costs.

2138. Sailor’s Rest is an interdimensional rest home for sailors. One will spot Vikings, New England whalers, Chinese merchants and Napoleonic sailors in this place, all living in a large manse that appears to have been built from ship wrecks. The men are stereotypical old salts. They live off of fishing and crates of foodstuffs and spirits salvaged by mermaids from lost ships. Visitors are welcome, and can expect a supper of hard tack, salt pork, fish stew, turtle soup, grog and plenty of tall tales.

The sailors never leave their home (except by death, when they are given a Viking funeral), so they know little of the surrounding area. Since most do not come from Nod, only a few are knowledgeable about the Tepid Sea or Mother Ocean. All of them know of the Meistersinger [1229], for he visits every few months to swap stories and sing shanties.

The old men have no real treasure, for they’ve little need of it. One might find a silver pocket watch or some scrimshaw. They arm themselves with broad swords and hafted hooks.

| Old Salt (25): HD 4; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 13; CL/XP 4/120; Special: None.

2207. Wulum the Bald, a hefty barbarian prince has built a small motte-and-bailey fort in this hex in a wide valley of soft, green meadows watered by a sparkling stream. The southern half of the valley is hemmed in by chalk cliffs (worked by a few stout halfling miners in Wulum’s employ), while the northern walls of the valley are old, weathered basalt and studded with small caves.

The castle is constructed of creamy, white stone and pine and inhabited by a small court of servants and laborers, 12 tawny-headed berserkers and 15 men-at-arms equipped with ring armor, shields, spears and short bows. Wulum is tall and quite fat, and despite his wild, ice-blue eyes and unkempt black beard, very logical and intelligent, traits not normally associated with barbarians. He hails from the Chimeria (located north and west of this region). He is happily wed to his court magician, Orandjia the Grey, a high-born exile from Blackpoort with grey eyes, long, black hair worn in braids and a delicate face that belies the woman’s powerful ambition and hatred for her city of birth.

The castle is surrounded by several hovels inhabited by a mix of human, halfling and dwarf yeomen – mostly herders of sheep and cultivators of flax and rye. They are currently constructing a dye house.

Wulum is a tremendous host, sharing all he has with visitors provided they show he, his wife and his people respect and provide good company.

Treasure: 2,790 gp, 5 lb of cocoa (100 gp/lb), 2 lb of tobacco (100 gp/lb), 12 barrels of ale (30 gal., 250 lb, 6 gp each).

| Wulum the Bald, Barbarian Lvl 12: HP 84; AC 6 [13]; Save 4; CL/XP 12/2000; Special: Immune to backstab and flank bonuses, berserker (+2 to hit and damage, -2 to AC for 12 rounds, fights beyond 0 hit points while berserk).

| Orandjia, Magic-User Lvl 8: HP 18; AC 9 [10]; Save 8 (6 vs. spells); CL/XP 10/1400; Special: Spells (4th). Robes of dark blue velvet over comfortable clothing, a slim crystal wand and silver dagger.

New Class for Thanksgiving: The Puritan

A while back, I got it into my head to design classes based on characters from fiction, since there are indications that AD&D rangers are really just Aragorns (why else can a woodsman specifically use crystal balls?) and the barbarian class owed a bit to everybody’s favorite Cimmerian. Thus were born the Beastmaster (to be published one day), the She Devil (again, you’ll have to wait) and today’s blog post, the Puritan. The Puritan can be regarded as a darker alternative to the Paladin (the turkey leg to the paladin’s turkey breast, so to speak). Enjoy – and HAPPY THANKSGIVING!

Historically, the puritans were an English religious sect that operated in the 16th and 17th centuries. The terms “puritan” and “preciseman” were coined as insults; the people called themselves “the godly”. The puritans, by and large, were interested in returning Christian worship to what they believed was a purer form. In general, this involved problems they had with the trappings and rituals of the Catholic Church and its progeny, the Anglican Church. In England and the United States, puritans are often associated with strict moral guidelines, religious zealotry and witch hunts.

Religious reformers offer little grist for the mill when creating a new character class, unless Robert E. Howard enters the picture. In 1928, Howard introduced Solomon Kane in a story entitled “Red Shadows”.

Solomon Kane is an English puritan who leaves his country to adventure. As with many adventure-oriented characters of the time period, very little time is dedicated to Solomon Kane’s history, although the poem “Solomon Kane’s Homecoming”, we learn that he lost his love, Bess, at some point before he became an adventurer. During the course of his adventures, Kane battled brigands, sorcerers, pirates, vampires and slave-traders. Most of his adventures take place in Europe and Africa.

Prime Attribute: Wisdom (13+ for 5% XP bonus)

Hit Dice: 1d6+2/level (Gains 2 hp/level after 10th)

Armor Permitted: Leather, ring armor, buckler.

Weapons Permitted: Any.

Puritan Class Abilities
Puritans have a +2 bonus on saving throws made against fear and its effects. In addition, they have a +2 bonus on saving throws made against the spells and magical effects of creatures of chaos or evil.

Puritans enjoy a +1 bonus to hit and damage creatures of chaos or evil. Moreover, their weapons are capable of damaging creatures normally only damaged by magical or silver weapons.

When a puritan turns his gaze on a creature for at least one minute, he can determine that creature’s alignment. This cold stare is unnerving to those of a chaotic or evil disposition, forcing them to succeed at a saving throw or hurry away.

A puritan’s devotion to the gods of law grants him the ability to turn undead, as a cleric, but at a -2 penalty. In addition, he can call down one minor miracle (i.e. level one cleric spell) each day simply by grasping a holy symbol or book and invoking the name of his Creator. The puritan does not have to memorize or prepare this spell in advance. At every odd level, the puritan gains the ability to call down one additional level one cleric spell, thus two at third level, three at fifth, four at seventh, and so on.

Level
Experience
Hit Dice
Attack
Save
Title
1
0
1
+0
15
Confessor
2
2,200
2
+0
14
Penitent
3
4,400
3
+1
13
Pilgrim
4
8,800
4
+2
12
Preciseman
5
17,000
5
+2
11
Firebrand
6
35,000
6
+3
10
Hexenhammer
7
70,000
7
+4
9
Shepherd
8
140,000
8
+5
8
Zealot
9
280,000
9
+6
7
Puritan
10
380,000
+2
+7
6
Puritan
11
480,000
+4
+7
5
Puritan
12
580,000
+6
+8
5
Puritan

Image: Puritan Jemuel Landes regards traveler “Steel” Sullivan with some suspicion – he claims to be a “football” star from the land of Cleve, but he’s probably a witch. Art by J. C. Leyendecker via Golden Age Comic Book Stories.

Random Musings of the Day

Item One
This …

… is cool. Eric Canete – check him out, won’t you. He’ll show up on Deviant Friday sooner or later. Never watched much of the old Gargoyles cartoon, but I can certainly get behind Demona.

Item Two
Are pen and paper games ahead of the curve? Consider – in the case of rules-lite games, you have a slim set of rules to which you can add modules/house rules (i.e. apps) to build the experience you want, as opposed to something like Warcraft, which offers some pretty cool features, but forces everyone into the same experience. Want the ability to fly around on dragons and joust – no problem in Rules-Lite Pen and Paper – heck, somebody probably already wrote some rules for that. Want to do it in Warcraft (and honestly, maybe you already can – I have no idea) – you’ll need to ask and they’ll need to put it in a list of things to do and then debate on whether this is an idea that will be popular with everyone – oh, and you’ll need to have a subscription of some sort. Most rules-lite and rules-lite supplements are either free or very cheap. Maybe pen and paper has a brighter future than we all thought in a world of program-it-yourself entertainment?

Item Three

Random Thoughts Table (Roll D4)

1. Did I remember to extinguish the hearth before I left on this quest?
2. You know, I really like pretzels.
3. Is that idiot seriously going to tap that damn 10-ft pole on every floor tile in this hallway?
4. I should totally stab the thief in the back – he’d never see it coming.

My best friend drew up a random table for one of his characters (Rygar the Last), which included things like accidentally discharging his crossbow. Good times.

Item Four
Anyone want to trade a black and white illo for NOD #6 for a full page ad of their choice in the magazine. I’m writing up the next level of Izrigul’s Pleasure Palace (the best – and only – multi-level dungeon ever published in NOD). The whole level was designed as a theater by the demon Izrigul and features two factions at eternal (and pointless) war with one another. The troops on one side are tieflings in the style of Spanish soldiers from the 17th century armed with staffs that shoot rockets/sparks and sabers. The other side is composed of bugbears with snow white hair in the style of the powdered wigs of the time, wielding halberds and hand axes and dressed like 18th century French soldiers. I’d love a pic of one facing off against the other. Think opera/ballet meets D&D. Email me if you’re willing and able.

That’s all for today – much writing to do …

Venatia – Simonya of the Seven Symbols

Fifteen parts, and probably fifteen to go before I publish NOD #6.

0816. Fifty industrious gnomes have established an iron mining operation here. They are led by Morgenstern, a gnome veteran of countless campaigns against the kobolds. The gnomes live in their mine and have smelting ovens near the river. They are on good terms with the surrounding wildlife, and thus are rarely surprised by intruders.

The gnomes have an illusory trap of a flood filling the canyon. Those who fail their intelligence save will pantomime being carried away by the waters, rolling around on the ground and eventually coming to rest a mile away having suffered 3d6 points of nonlethal damage.

Treasure: Silver nuggets (10, worth 100 gp), 20 gp and three casks of brandy.

| Gnome: HD 1d6; AC 7 [12]; Atk 1 weapon (1d6); Move 12; Save 18 (16 vs. illusions); CL/XP 1/15; Special: Cast phantasmal force once per day. Leather armor, pick, throwing axe.

| Morgenstern, Fighting-Gnome Lvl 5: HP 32; AC 3 [16]; Save 10 (8 vs. illusions); Special: Cast phantasmal force once per day. Military pick +1 (hums in the presence of silver), throwing axe, chainmail hauberk, shield.

0831. This portion of the woodland is dominated by a great hemisphere of granite pocked with caves and covered by ancient, twisted pine trees. The mound, referred to as Bear Mountain, is surrounded by lush fields of clover and wild flowers. Black bears and a clan of werebears dwell in the vicinity. The black bears, numbering 30, live in the mountain caves, coming down to the meadow and woods to hunt and frolic.

The werebears live in hive-shaped stone huts on the meadow. They keep bees and are noted for their skill in sorcery, a pursuit not usually associated with their kind. The clan consists of seven werebears led by an old male called Troff and his mate, Lir. The other clan members are all evocators (i.e. 3rd level magic-users). The werebears are presently quite pleased with themselves, as they have just created the world’s first honey golem, which they plan to use as a guardian for their domain.

Treasure: The werebear’s treasure is kept in a hollow place beneath the floor of their huts. It consists of 3,950 sp, 770 gp. They also have 8 barrels of mead (30 gal. each, 250 lb), worth 8 gp each.

| Werebear Evocator (4): HD 7+3; AC 2 [17]; Atk 2 claws (1d3), bite (2d4); Move 9; Save 9 (7 vs. spells); CL/XP 9/1100; Special: Lycanthropy, spells (2nd).

| Lyr, Werebear Magic-User Lvl 7: HP 37; AC 2 [17]; Save 9 (7 vs. spells); CL/XP 10/1300; Special: Lycanthropy, spells (4th).

| Troff, Werebear Magic-User Lvl 9: HP 38; AC 2 [17]; Save 7 (5 vs. spells); CL/XP 12/2000; Special: Lycanthropy, spells (5th).

| Honey Golem: HD 5 (18 hp); AC 3 [16]; Atk 1 slam (2d6); Move 9; Save 12; Special: Immune to magic, half damage from piercing and slashing weapons, sticky, summon swarm. Grappled victims must pass a strength save or be engulfed and suffocate. Cold effects deal no damage to honey golems, but acts as a slow spell.

0909. Two strongholds overlook this river canyon that approaches Pfeife. One is commanded by the chaotic Lord Dross, the other the lawful Lord Pinkel. Dross and Pinkel are brothers with an unceasing hatred of one another. They inherited their strongholds from their father, the elder Lord Dross, a powerful and respected Knight of the March. The brothers routinely fire volleys of stones and arrows at one another’s castle, and are likely to consider any intruders in their valley to be on the other side’s payroll. Neither brother allows his henchmen to cross the river. Each noble commands 20 men-at-arms in chainmail, shield, short sword and light crossbow.

1733. Simonya of the Seven Symbols, a grand dame among elves and a well practiced sorcerer, occupies a tall tower on the banks of the river here. The tower rises five stories, with domestics and guardsmen quartered on the ground floor, a great hall of learning and a great hall of celebration on the second story, an armory and balconies on which rest ballistas on the third story, living quarters for Simonya and her court on the fourth story, and the sorceress’ laboratory and library on the fifth story. All in all, it is a cozy and well defended position, and the ballistas give her sway over all shipping traveling to and from the city-state of Amvianda. In fact, the great bolts fired from the ballistas are connected to large winches via thick, iron chains, allowing ships hit by the bolts to be reeled in and generally torn apart.

The tower is guarded by a deployment of elves from Amvianda, for Simonya is a close cousin of that city-state’s Steward. The elf guardsmen wear uniforms of red leather studded with bronze and carry long swords and longbows. Their sergeant, Cearas, is a handsome elf of the old blood with the eyes of an eagle and the tongue of an adder.

The Great Hall of Celebrations is notable primarily for its model of the great hippodrome of Nomo done in precise miniature. In this model, Simonya keeps several teams of horses and charioteers, all shrunk by magic. She and her court often gather around the hippodrome, miniaturizing visitors and challenging them to race or be fed to her oft invisible cat.

Simonya got her nomenclature from her centuries long search for the seven symbols that, together, form a glyph of the true name of the demon prince Uvall. She now seeks the fabled Crown of Cykranosh, which is said to hold clues on how the symbols might be assembled and Uvall summoned. She believes the crown to be hidden within the so-called “World Below”, a vast dungeon extending under much of the Klarkash Mountains.

Treasure: 1,320 sp, 4,270 ep, 750 gp, 240 pp, sapphire worth 7,200 gp, electrum toe ring worth 80 gp (taken from a lich, turns the toe black) and a brass arm band worth 115 gp in the shape of nymphs and satyrs.

| Simonya, Elf Magic-User Lvl 14: HP 29; AC 9 [10]; Save 4 (2 vs. spells); CL/XP 16/3200; Special: Spells (7th), elf abilities. Dusky-skinned and painfully thin. She is scheming and casually cruel, but does honor contracts and show hospitality to guests.

2013. The mineral springs here once boasted a small shrine often visited by pilgrims in search of relief for their ills. In recent years it has been taken over by a boogle of five giant weasels. The shrine consists of a rose-blush marble cuppola containing a limestone effigy of Saint Osgiua the Sublime, a priestess of Angita, a demi-goddess of healing and witchcraft.

| Giant Weasel: HD 3+3 (24, 19, 16, 11,10 hp); AC 6 [13]; Atk 1 bite (2d6 + blood drain); Move 15; Save 14; CL/XP 5/240; Special: Drain blood (automatic 2d6 damage).

Art by Todd Lockwood – one of the many fine pieces he did for 3rd edition D&D.

Deviant Friday – Yildiray Cinar Edition

Cinar does some really nice comic work. I especially like that he is able to breathe life into these characters – make them vital and current – without needing to modernize or gimick-up their costumes.

My favorite X-Man – at least in the era I read comic books.
I like Captain Marvel almost as much as Popeye (which, if you know me, is quite a lot).
I love the joy in this picture – the love of beauty, strength and doing good.
Somebody needs to put a “robot fighter” class into something, somewhere if they haven’t already.
Few villains have gone through more costumes than Catwoman. I might like this one best.
And three of Howard’s creations (well, Red Sonja isn’t really, but close enough for government work)
I made a puritan class based on this guy – I’ll get to posting it one of these days.